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Choose one of the plane your most aligned with: The Nine
Fiend-Blooded Hells, Hades, or the Abyss. You learn an additional spell based
on that affinity, as shown below. It can be used a number of
Your blood is corrupted by the touch of fiends. Whether you times equal to your charisma modifier per day and doesn't
were born of the union of a fiend and a mortal race, your lineage
expend a spell slot. The spell counts as a sorcerer spell for you,
traces back to one, or your blood was corrupted by fiendish
but it doesn’t count against the number of sorcerer spells you
magic - you've gain malignant and inhuman abilities.
know. These spells can’t be replaced when you gain a level in
Mortals with fiendish blood, while not always tieflings, are this class.
always marked by darkness. Fiend-blooded mortals, however, Affinity Spell
are not inherently evil. Other mortals will always be wary of
sorcerers imbued with the power of the lower planes viewing The Nine Hells command
them as agents or artificers of evil machinations and schemes. Hades ray of sickness
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When
Diabolic Awakening Stygian Escape you, c
At 6th level, your body and mind becomes more fiendish. Your At 18th level, you can use an action to summon an echo of the The s
creature type is fiend, replacing your original creature type. River Styx and traverse across it. You call forth a ghostly echo of fades
Choose one of the following damage types: cold, fire, or necrotic the River Styx beneath you that stretches out 40 feet in width,
Once
damage. You gain resistance to it. 30 feet in depth, and goes 10 miles in any direction of your
long r
choice, the river takes the clearest path. The river has a slow
In addition, as a reaction when you take damage from the moving current of 3 miles per hour. The river lasts until you die,
chosen damage, you can spend 3 sorcery points to gain you dismiss it as an action, or it fades after 3 hours. After the
immunity to it until the start of your next turn. river fades, it leaves no debris, residue, or damaged terrain.
Wicked Transformation Creatures in the path of the river when it is summoned must
make a DC 13 Dexterity saving throw or fall in the waters. Any
Starting at 14th level, you can transform into an infernal being creatures who touch the water take 3d6 cold damage and 3d6
that reflects the fiendish blood within you. As an action, your psychic damage. Any creatures who start their turn in the river
appearance becomes infernal and you magically radiate a only take 2d6 cold damage and 1d6 psychic damage.
transparent, 20-foot-radius aura for 1 minute. It may appear as
a torrent of souls, a whirlwind chaotic energies, a burning
inferno, or some other horrific aura. Other creatures treat the
aura as difficult terrain, and when they start their turn in it, they
take 2d4 necrotic damage. Creatures damaged by this effect
have their hit point maximum reduced by an amount equal to
the necrotic damage taken, and you regain hit points equal to
that amount. A creature dies if this effect reduces its hit point
maximum to 0. While this aura active, you are vulnerable to
radiant damage and silvered weapons.
As a bonus action, you can end the aura early. If you do so,
creatures within the aura must roll a Dexterity saving throw
against your spell save DC. A creature takes 4d6 force damage
on a failed save, or takes half as much damage on a successful
one. When a creature takes damage from this effect, they must
succeed a Wisdom saving throw against your spell save DC, or
be frightened for 1 minute.
Once you use this feature, you can’t use it again until you
finish a long rest.
Infernal Form
When you transform and begin to radiate hellish
energy, your appearance will reflect your Hellish
Affinity. If you chose the realm of Hades, you might
become a skeletal monstrosity; or if you aligned with
the Abyss, you might take on a twisted, bestial nature
like a the form of a hyena-like demon.
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Spectral Skiff
The spectral skiff is an exceptional large skiff with tattered sails.
The affinity you chose for your Hellish Affinity feature
determines the appearance of the spectral skiff: An iron
machine wrapped with chains (the Nine Hells), a skeletal ship
covered in fog (Hades), or an oozing, fleshy abomination (the
Abyss).
Spectral Skiff
Huge vehicle (20 ft. by 10ft.)
Actions
Move. The skiff can move using its infernal engine.
Action Stations
Helm (Requires 1 Crew). Drive and steer the spectral
skiff.
Hull
Armor Class 11
Hit Points 50
Control: Helm
Armor Class 12
Hit Points 25
Move up to the speed of its infernal engine, with one
90-degree turn. If the engine is destroyed, the skiff
can’t move or turn.
Reactions
Dive. The spectral skiff dives beneath the waves,
protecting it's crew and passengers. It gains three-
quarters cover.
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